So there's been a lot of talk about how PLD needs a buff both to its offensive and defensive capabilities because it can't keep up with current endgame requirements.
While I partly agree, it's true PLD needs some buffs, I believe the issue does not lie mainly on PLD but on the way the game is designed.
Enrage timers
The first issue to tackle is PLD does not meet dps requirements to beat the raid. The reason for this is enrage timers. If you don't beat the boss in, say, 10 mins, it'll wipe you out with an unstoppable, instant death attack.
Now, let's look at the purpose of enrage timers. In ffxi the enrage timer was introduced to stop people holding monsters while their party arrived, people could hold a monster and just run around with it for hours while their friends arrived and other parties who were ready to kill it could do nothing but watch and hope the person kiting it would die.
So the ffxi devs added the enrage timer. If a monster was claimed for, say, an hour, it would hit enrage, boosting its strength, speed and defence, basically making it wipe out the people on it's enmity list until it was unclaimed (making it reset) at which point another party could claim it and try their luck.
So, how does this translate to ffxiv? I'd say, if we take a similar view as ffxi, that the purpose of enrage would be to limit the time a party spends in the instance.
Now there are 2 issues with this. The first being we are already limited to how long we can spend in an instance by the duty timer. There's no need for an enrage timer to limit us because we're already limited.
The second issue is that the enrage timer accomplishes the exact opposite of limiting us, it extends the time we spend in a raid because instead of killing the monster it resets and we have to fight it again!
So, what purpose does the enrage timer actually serve in ffxiv? It makes the primary requirement for a raid, DPS. Tanks survivability and healer MP management are secondary to DPS, because once you learn how to fit your cooldowns/MP into that short time you have to kill the boss, you're done it's all on the DPS from there.
But is this a bad thing? No, I don't think it is sometimes! There are some fights where the primary concern should be DPS, for example Odin or the ultima weapon with zantetsuken and ultima. These fights are designed to kill the boss before it uses it's instant death attack so your primary concern should be DPS.
However, there are also fights where the enrage is completely out of place. 2 examples, ravana extreme and shiva extreme.
I loved the ravana fight, DPS was important because if you don't have high DPS you get extra mechanics per phase, but nothing you can't handle with good tanks and healers. BUT, what ruined the fight for me, was the enrage timer. Instead of the fight being a constant battle until either you or ravana drops, requiring sustainability and good resource management, it just becomes another race against the clock like every other fight. And it just didn't make sense!! One second ravana is saying "such a glorious battle!" The next "eh, I'm bored, you die now".
Shiva was similar, she had a soft enrage, every round she would gain a stack of damage up, making her hit harder each time until eventually you won't be able to take it anymore. So then what was the point in ALSO giving her an enrage timer where she just instant kills you with diamond dust? Why not just let the damage up stacks keep building so a good party with effective tanks and healers can take her down slower with less DPS?
So, having enrage is not bad in itself, but having enrage in every encounter is bad. Because it makes the tanks have to add more DPS rather than more survivability which goes against Paladins strength. Taking out enrage from some content will go a long way in helping PLD be relevant.
sustainabilty
However, removing enrage timers, while solving the issue of PLD DPS, doesn't solve all the issues. Even if enrage is removed the PLD can still only last so long before it runs out of cooldowns so you can't just keep going forever even if the lack of enrage allows it. PLD has issues with sustainability (this may also extend to DRK).
When in an encounter, PLD has a cooldown rotation for tank busters, but what happens when that cooldown rotation runs out? The PLD has nothing left and dies. WAR on the other hand, has readily available moves to reduce damage at all times. Inner beast and storm's path. They may not be as powerful as some cooldowns PLD has, such as sentinel, but it's enough to survive a tank buster no matter how many get thrown at you and it works on all types of damage. PLD has only 3 cooldowns that work on magic, rampart, sentinel and hallowed ground. So once you do rampart > sentinel > hallowed > rampart > nothing left = dead. PLD and DRK need a readily available cooldown, but it has to be consistent and work on all damage types but only be the bare minimum of mitigation to survive a tank buster. Much like inner beast and storm's path for WAR.
What this will do is give PLD and DRK the same ability as WAR to survive no matter how long the fight goes on. But won't be enough to be relied on completely or it will strain your healers. Something to use but also to pair with another cooldown to really reduce the damage.
So say sheltron made you block 100% both physical and magical on the next hit, and dark dance did the same. 30 second cooldown you'll have it for every tank buster and it will be effective on all damage types. But if you only use sheltron/dark dance you'll still be taking a lot of damage.
So you'll pair it with rampart and sentinel etc. much like WAR pairs inner beast with vengeance, but when they don't have vengeance, inner beast alone is still sufficient.
This will allow PLD to fulfil it's role as less damage but more defence, making it the go to tank if you can't meet dps checks and need more survivability which will be an option if there's no enrage timer, as opposed to the current system where you HAVE to meet the checks which PLD can't meet or die no matter what.